See T82366.
Description
Related Objects
- Mentioned In
- D9949: Geometry Nodes: Yuksel's sample elimination algorithm
T83109: Implement breadcrumbs for node editor - Mentioned Here
- rB6c241b2dd7fc: Geometry Nodes: Node editor header interaction with active modifier
rB8a2b329a21d6: Geometry Nodes: Always use the active modifier for shortcuts
rB72386c64efd8: UI: Improvements to interaction with active modifier
T82366: Nodes editor context design
Event Timeline
The current implementation deviates a bit from the design, see: rB72386c64efd8a4234e46dcef067b37f596854437. The main reason to change that was to conciliate mouse hover (X, Shift +D, A) and having an active modifier.
However, having a consistent editor with the rest of Blender is a bit more important. So the follow up proposed design is:
- There is always an active modifier (unless there are no modifiers)
- The mouse hover / shortcut behaviour we have now is fine (A works based on mouse, X, Shift+D works based on active).
The reasoning:
A is a user interface shortcut, so it is fine to be based on the mouse position.
X, Shift +D, are related to object data, so makes sense to work for the active modifier.
rB8a2b329a21d6: Geometry Nodes: Always use the active modifier for shortcuts Addresses these points.
Bug report: X, Shift+D work always in modifiers now, even if I'm in the constraint panel.
rB6c241b2dd7fc: Geometry Nodes: Node editor header interaction with active modifier
The only remaining task here as far as I can tell is the modifiers ("slots") popover from Pablo's initial mockup.
This is a bit confusing to me though. First of all, I would expect it to show the "slots" analog, the modifiers, rather than the node groups themselves, considering the main drop-down has the list of node groups already.
Second, showing the full list of modifiers here might be somewhat odd, because there will be situations where most, if not all, modifiers are not node modifiers. If you only display the node modifiers,
the operation buttons here don't make much sense to show.
Of course there is the breadcrumb text too, but I have to admit I've sort of split that into a separate task in my head, because the code area is quite different, it seems more general, and it doesn't relate specifically to this sort of interaction.
Ok to have the breadcrumb as a separate task, but then said task needs to be created. And it will probably be left for the "community" since we don't have this breadcrumb for materials either. Though I think it is still good to have.
Besides all that I would say it is working beautifully. Great work Hans. Assigning to Pablo so he can test it.

